Ardenharius Sen Thrachten Philosos, a youthful Rassimel, was obsessed with magic – although he tended to rotate between enchanting things, collecting rare spells, magical research, searching for rituals, tinkering with reality via spellweaving, and seeking out magical rarities. One of his favorite topics for theorizing and research were spells that modified other spells – which he could then put into items and invoke as needed. Here are some of his results:

Judging by existing spells, such as “Hard-Flung Spell” and “Make The Spell Mindful”, spells that enhance other spells are fairly simple; the complexity equals the complexity of the effects you want to add and the difficulty of linking their effects is covered by the expenditure of an extra action and cley. Effects that increase continuously – range, area /volume, duration, penetration, and number of targets – may be enhanced based on the power of the enhancing spell at a complexity based on that needed to add the first step. In any case, the complexity of the spell to be affected must normally be less than P.
In general; [Range; Short, Speed; Fast, Resist; None, and Duration; Sp.]

S’s next spell has it’s duration increased by P/10 “steps” (Actions/ Minutes/Hours/Days/Weeks)- provided that it’s cast within two minutes and has a non-instant “duration” in the first place. [Range; Short, Speed; Fast, Resist; None, and Duration; Sp.]

The Forgotten Spell (Ru De Ma Me 10) :

S of C’s next spell, if it’s cast within one minute, will forget about it if S fails his resistance check. [Range; Short, Speed; Fast, Resist; None, and Duration; Sp.]

Permanence, Lesser (Mu Su Ma Sp 15):

Renders the next simple, if normally temporary, creation spell that the user casts within the next one minute permanent. [Range; Short, Speed; Fast, Resist; None, and Duration; Sp.]

Permanence, Greater (Mu Su Ma Me Sp 30):

Renders the next complex creation spell, such as a mindful spell, the user casts within the next one minute permanent. [Range; Short, Speed; Fast, Resist; None, and Duration; Sp.]

Master The Craft (Mu Ru Ma 15)

S. may use S’s full skill rather then half skill in the next spell cast within one minute that uses half skill to determine the quality of the results. [Range; Short, Speed; Fast, Resist; None, and Duration; Sp.]

The Expert Spell (Cr Mu Ma Sp 10)

S. may use S’s full skill rather then half skill in the next spell cast within one minute that uses half skill to determine the quality of the results. [Range; Short, Speed; Fast, Resist; None, and Duration; Sp.]

The Craft Divine (Mu Ma 15)

S. uses [ Finesse] or [Finesse/2 + Mundane Skill/2] to determine the quality of the results of the next spell they cast within one minute which uses [Finesse/2] or [Mundane Skill/2] to determine the quality of the results. [Range; Short, Speed; Fast, Resist; None, and Duration; Sp.]

Strike The Multitude; (Ru Mu Su Ma Sp 10)

S’s next individual-target spell can be targeted against up to (P/5) such targets. Range; Short, Speed; Fast, Dur; Special, Resist; Auto.

Wizard’s Stutter (Cr Su Ma 15)

Causes S’s next spell cast within 1 Min to repeat P/5 times over that many of S’s actions (P is that of the spell being altered). S. must use his actions to target the spell. [Range; Short, Speed; Fast, Resist; None, and Duration; Sp.]

A mindful version, which targets the repeating spell on it’s own, is complexity-25.

Related Spells Include:

Divine Word (Mu Ru Su Ma, Com-5 and up).

Boosts the power of the next spell S casts within P actions by [Com-5, +s6; Com-10, +s8; Com-15, +s10; Com-20, +s12; Com-25, +s20;, Com-30, +s20+8; Com-35, +s20+10; Com-40, +s20+12; Com-45, +s20+20; Com-50, s20+30; Com-55, s20+32; Com-60, s20+40: Com-65, s20+52; Com-70, s20+60, Com-75, s20+80, and Com-80, s20+100. There is one botch die on this roll (botches add no power) in a fashion similar to spending an extra cley. Up to three words may be used on a pattern or spontaneous spell but only one on more advanced forms of magic. [Range; Short, Speed; Fast, Resist; None, and Duration; Sp.]

The Mage’s Guiding Hand (Cr Mu Ru Ma Sp 30)

S. may use their own skills to determine the effects (not power) when triggering bound spells of enchantments. Ergo the quality of a bound spell that creates food, or the amount healed by a healing spell, will use the owners skills as a base instead of zero. [Range; You, Speed; Build, Resist; None, and Duration; P/5 Hours.]

-This effect is much more easily produced by adding Sp to the spell in question originally. On the other hand, that would have to be added to each individual spell.

Spell Shunt (Ru Mu Su Lo Ma 25)

The S. is protected from their own magical errors. Any personal magical backlash from spells S. casts, including dangerous spontaneous spell botch effects, is shunted into another dimension. The spell will be discharged after it shunts (P/5) backlash effects or after (P/5) hours in any event. [Range: Touch, Speed: Build, Dur: See above, Resist: MR (If desired)].

This is especially useful for overzealous spontaneous magi and experimenters. Similar spells may attempt to retarget the botched spells (A more difficult effect, but one that makes it easier to see what went wrong when experimenting) or to simply move the caster away like a “Ward That Evades” – which isn’t easy when it’s your own spell.

Familiar Link: (Mu Ru Su Me Sp 25)

Creates a telepathic link with long range between the caster and a small, friendly, creature. The creature is treated as having ½ the caster’s skills where they exceed its own and takes on some of its “masters” basic personality traits, but remains an individual. Familiars are generally quite helpful however, since their life is normally very comfortable compared to that of a wild creature. Having a Familiar die unexpectedly is quite a shock, causing trouble-4 for the rest of the day. [Range: Touch, Speed: Build, Dur: Attend Daily, Resist: Auto]

Versions which allow a sensory link with the Familiar are Com-35. Adding the ability to effectively “touch” each other at short range to allow cley transfers and the use of touch-based spells are at +5 complexity.

Regardless of enhancements, this spell works perfectly well on an image-spirit. While those can’t carry anything, they neither naturally gain nor lose cley and don’t attract attention from other spirits and elementals.

Weave The Branches (Mu Co Me Sp 10)

Temporarily interlocks two minor “branches” (spells) of S’s magerium with a total complexity of up to P. The next time either is cast within the duration, they’ll go off as one spell and then untangle. Range Short, Speed; Fast, Dur; 5 Min and Resist; Auto.

-Often used by spellbinders – if the GM chooses to permit it.

Ritual: The Wizard’s Word: (Ritual: Ru De Mu Te Ma Sp 10) :

Delays one spell of complexity P or less until the C releases it, 2P days pass – or something interferes with this spell. The delayed spell may be supplied by the C or by some other cooperative mage. C may have a maximum of (Mem+1) such impressed spells at any given time.

-An upgraded version of Spell In The Clock; Minutes to Days (+15) and a Mindful Delay (+5). Complexity 35 as a pattern spell.

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